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Design, design, trying to find ya

Mech Retriever Dev Blog

After getting the basic Punch functionality in place, the next important step was to get Weapon attacks working. Therein lies the difficulty–displaying an arbitrary possible number of weapons. 162 more words

Inglorious punching

Mech Retriever Dev Blog

I’ve implemented the ability for the player to punch another mech… technically. It’s inglorious at the moment and you won’t necessarily know you did it. 71 more words

Extensible Game Localisation

There’s lots of text in a game, but there’s also a lot of languages in the world. Google Play and Apple both allow you to set properties for your game store releases for different regions when releasing. 917 more words


Smarter Ai... Well, less dumb, anyway

Mech Retriever Dev Blog

I’ve been fixing problems with the AI’s movement–namely, the tendency to stop moving when it shouldn’t, and the tendency to just sort of wander off the screen. 70 more words

Wandering AI

Mech Retriever Dev Blog

Continuing to add new features to the BattleScreen, I’ve started implementing AI movement. At the moment, it simply wanders around randomly. This has been enough that I’m starting to finally have something approximating a demo pulled together! 34 more words

Exciting news!

Hello fellow farmers!

We finally got a new office space ( a dark basement with poop coloured walls but non the less a great office), where we can continue to work on Penny’s! 202 more words

Development Blog

Locking up the stick

Mech Retriever Dev Blog

I’ve implemented it so that the JoyStick on the battle screen will lock up when you aren’t legally allowed to move. I’ve started making some of the test structure I’m using with the BattleScreen tests easier to understand. 91 more words